r/Starfinder2e • • 19d ago

Monthly Questions Megathread— October 2026. Have a question from your game? Are you coming from Pathfinder? Need to know where to start playing SF2e? Ask your questions here, we're happy to help!

13 Upvotes

Please ask your questions here!

Want to try Starfinder 2e? START HERE!

Official Links:

  • Paizo - Main store to buy Starfinder 2e books and PDFs (clear your cache if you have performance issues)
  • SF2e Archives of Nethys - Official system reference document. All rules are available for FREE
  • Starfinder Nexus - Official digital toolset / FREE Game Compendium (character creator requires purchasing content through their site)
  • Starfinder Primer - Player Core and GM Core basic rules in friendly digital book layout, complete with the art in each chapter!
  • Foundry - Virtual tabletop supported by incredibly high-quality Paizo-published modules for purchase! Note that they're still under the PF2e system for now.
  • Our Subreddit Wiki - A list of all the resources we know about

Useful Links:

  • Hephaistos 2e - Free web-based SF2e character creator with some Pathfinder2e content
  • Starbuilder/Pathbuilder - Inexpensive character builder that lets you mix SF2e and PF2e with 3rd-party content integration (non-subscription, Starfinder 2e is currently only on web app)
  • Starfinder Infinite - 3rd-party publications for Starfinder 2e
  • Wanderer's Guide - Web-based character creator with 3rd-party content integration (some features are subscription-based)
  • PF2 Tools - Links to dozens of community-made resources and content (mostly PF2e-focused)
  • Starfinder Society \\ -Paizo's Organized Play program for both in-person and online games
  • Startplaying - Find open games of Starfinder 2e* (payment may be required)

Megathread archive

Paizo release schedule: https://store.paizo.com/release-calendar/

Most recent/upcoming release dates:
Sept 2nd: Starfinder Secrets of the Swarm Adventure Path; Starfinder Flip-Mat: Absalom Station Multi-Pack
October 7th: Starfinder Tech Core


r/Starfinder2e • • 6h ago

Advice Relativly new to Sf 2e and Pf2e and I wondered if anyone has any advice on adapting pre remaster monsters from PF2e into SF2e

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19 Upvotes

I am planning an adventure based around a group of hags in starfinder and one of them is a rust hag, unfortunately currently they have yet (to my understanding at least) to remaster this particular gunslinger, and so I am unsure what changes (if any) I should make to her stat block to make it more compatible with SF2e.

And I would also be very appreciative if any of you know of any particularly horrific guns this lady could use, something that will really kick her a level


r/Starfinder2e • • 8h ago

Discussion Spontaneous Crafting feat (Mechanic 1) = infinite commercial grenades

24 Upvotes

Spontaneous Crafting:

You swiftly craft items. Choose a common level 0 weapon, shield, or piece of adventuring gear of 1 Bulk or less. The item lasts for 1 hour or until you next use Spontaneous Crafting.

Commercial grenades, of course, are simple level 0 weapons.

The pistols/light rifles and damaging grenades this feat makes are soon obsolete as you level, but many debuff/utility grenades, even with a 5' radius (10 with a Mechanic mod, 15' if you have Boosting the Basics!), stay relevant with full class DC at all levels. If nothing else it can make them Stride to leave an effected area.

  • Flash grenade - dazzle
  • Smoke grenade - two way concealed
  • Antimagic grenade - additional action to cast spells
  • Glitterbomb - reveal invisible creatures
  • Hologrenade - save or offguard (1 minute duration)
  • Stickybomb - save or immobilized (1 minute or until escape)

r/Starfinder2e • • 10h ago

Discussion Morally, how does the Starfinder Society compare to the PFS?

11 Upvotes

Still new to the setting and this question recently popped up at my table. The Pathfinder Society have done some pretty bad stuff, whether intentionally or accidentally. Plundering Numeria's resources, opening the Nemesis Well, taking Kyonin's artifacts without the elves' permission, the Dark Archive, to name a few. Ergo, the PFS' in-universe reputation is decidedly mixed.

So, how does the Starfinder Society's rep compare?


r/Starfinder2e • • 6h ago

Discussion Mechanic mines vs turret area fire damage comparison (chart)

5 Upvotes

As early as level 2 the turret mechanic can take Area Denial Turret, giving it a 2a area fire option that can either be a 20' cone or a 60/90' line, both extendable via the usual mods. I wondered how this stood up to the standard 1a deploy 1a detonate mine routine, given that turrets can eventually add weapon spec damage and lots of weapon upgrade d6s, while mines have a steady progression.

The answer: mines' damage (before saves) for the same 2a investment is always ahead, varying from 117% to 233% of a prompt and fully invested turret area damage, with an average of 179%. This requires that you take Double Deployment (4th) and Double Detonation (8th), effectively doubling your mine output at the same level the turret can get three elemental damage upgrades.

However, due to tracking bonuses turrets with prompt upgrades have a +1 DC advantage levels 2-9, +2 levels 10-15, and +3 levels 16-20. If you're trying to land something like Debilitating Exorcortex that's the way to go, especially once you can put an Enduring Mod on your turret. (You are...unlikely to do this with a mine.) Edit: the tracking bonus wouldn't help against the actual Debilitating Exocortex save - that's pure class DC. It would help to avoid a crit success and no damage at all, which is the other way for enemies to not be affected. But this probably isn't significant.

Here's the table:

Caveats:

  • I did not include the persistent damage from Critical Explosion feat, which will matter once you do Double Detonation (one fire, one piercing) and get crits, and is still a small, consistent boost with normal Double Detonations.
  • This assumes all weapon/upgrades happen as soon as possible at the relevant level, and not before. Practical money concerns may prevent a turret mechanic from doing this if he wants to invest in his own gun as well as other gear, especially if he's doing Coordinating Fire.
  • I included a column for "+Int mod" if you choose to mod either exocortex for bonus damage as a 3a routine, but that's not in the "Mine Multiplier" calculation of (mine average damage)/(turret average damage).
  • Mines are going to be able to better avoid resistance/immunity or more rarely exploit a weakness in the moment, because they can alway pick between piercing or fire without an action. A turret (or mine) can 1a mod for a different energy type, but it's also going to have a vast spread of elemental upgrades to keep up its damage, and very often at least some of that is going to be resisted unless you're high level and spending lots of money on the greater versions of these upgrades.
  • There's obviously many other tradeoffs here: the turret can strike and draw fire and protect the mechanic, the mine can be deployed further away, the mine can be remotely modded levels 1-8 before the turret can, the mine has a reaction activation that can make it more action efficient to get the same damage, proximity mines can eventually be used to set off three mines with 2a investment if you're willing to wait and depend on enemy movement, the areas are different, mines are limited, area fire is forever (until the turret goes to 0HP and then requires a 1a deploy with 5HP first), etc.
  • A lot of this turret math will apply to a drone with a d8 auto weapon or area fire, but they don't have the total flexibility between striking, cone, and line, they'll have to reload sometimes, they'll be missing 3.5 damage from an upgrade after level 8, and they won't have the tracking bonus to DC, but they'll have the big advantage that it's just 1a Command instead of 2a to pull off an area fire.

r/Starfinder2e • • 9h ago

Advice Tactical upgrade

2 Upvotes

So I'm GM through Guilt of the Grave world and we've reached Chapter 3 and level 3 now. So at this point my players are expected to have tactical upgrades to there weapons right? Before we get into the meat of the next chapter I should let them shop around buy the upgrade cause I don't see anywhere in the chapter where the game is just gonna give it to them.


r/Starfinder2e • • 22h ago

Homebrew [Homebrew] Update on the SF2e conversion of Power Armor

18 Upvotes

Techs and Mechs 0.1
As promised, I have been working diligently on a Power Armor and Mechs Supplement. I'm not perfectly happy with the state, but I have to stop somewhere. Here's the first draft of the Power Armor section and some rules and similar text built up around it. Chapter 1 is not checked over thoroughly for lore consistency, I made some of it up.

Anyway enough making excuses. Usual disclaimers. Everything is playtest numbers, yada yada. Let me know what you think.


r/Starfinder2e • • 18h ago

Discussion So about that weapon mount

6 Upvotes

So, being a combat SRO, I can hold a grenade launcher/machinegun/flamethrower/Cannon. And at the same time, due to the fact that I have a instaled (wielding) one-handed weapon in me (and i always wielding it),I can easily attack my melee weapon, for example, plasma sword?

Or am I missing something??


r/Starfinder2e • • 11h ago

Discussion Anti-radiation meds & items

2 Upvotes

Running my PCs through A Cosmic Birthday and they’re finally entering Chapter 3 which will eventually see them facing radiation as a threat. They’re aware of this and one PC mentioned they wanted to ask around to get stuff like Geiger counters and along with providing them with a Radiation Sweeper I figured I’d reward this planning with some of the other radiation items. I mentioned an NPC could loan them Radiation Buffer upgrades for their armour.

I saw Tech Core added stuff like Antibiotics, Antitoxins, and Antiemetics so I figured an iodine equivalent consumable for radiation would be a given but I’m not sure if such a thing exists. It seems pretty easy to homebrew but I figured I’d ask first so I don’t do unnecessary work, and in that case I should ask if there’s other things I’m overlooking that’d be helpful for my party.


r/Starfinder2e • • 1d ago

Arts & Crafts [ART OC] Kalo Shadow Mystic -Depth's Embrace

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13 Upvotes

Fashion and firepower collide! Depth's is ready to engage from distance, distracting enemies with an anglerfish lantern wisp ally and boost firing her sonic rifle.

If you like this, you can check out more of my art here: https://bsky.app/profile/dinocide13.bsky.social


r/Starfinder2e • • 1d ago

Discussion More upgrade slots than upgrades

11 Upvotes

I dunno if I missed something, but for a few stations there appear to be only 3 upgrades in total or sometimes 4 upgrades but some of them have class restrictions. Did Paizo seriously print a system where you get 4 slots for upgrades on every station and then not give every station at least 4 things to put in those slots?


r/Starfinder2e • • 2d ago

Discussion Mystic Sample Class

13 Upvotes

Just something I realized but has anyone else noticed that the Mystic sample class Newborn Disciple has a feat and weapon option that the class can't use?


r/Starfinder2e • • 2d ago

Discussion The Nanocyte archetype seriously needs a boost or two...

26 Upvotes

Here's the archetype in question. (Source: AoN)

The Nanocyte seems to focus ONLY on armors, weapons and shields, not any other gear. I don't have any idea how long it takes to manifest an item that isn't an amor, weapon or shield. Kinda pointless to register a datapad right now...

  • I mention a datapad, but augmentations used to also be available, unless they make that ability part of the Augmented archetype.
  • Gear Array should also allow me modify items that aren't registered. Imagine if I pick up a sword and use my nanites to reconfigure its traits.
  • Some items also don't have listed Bulk, like vehicles. If I could register an Enercycle, that would be good.
  • On a sidenote, I don't see any rule about ammo and charges for ranged weapons. Can I create infinite bullets for a pistol, just like the Mechanic's turret?

Traits like Agile, Disarm, Parry and Sweep aren't available for Alteration Array. Yes, your unarmed attack isn't Agile by default. I'm surprised that Modular [Acid] is not there either, considering how nanites often deal acid damage.

  • Even Hardlight Weapon has better options.
  • There's no ranged weapon option for Alteration Array. I can vomit nanites with Nanite Wave, but cannot sling a chunk of these? A variation from the Dart, Sling or Bow group could work.

Back in S1E, the Nanocyte could duplicate an item, especially a weapon, and have two weapons. This isn't present in S2E, and no, I don't see a rule that state that I can manifest the same gear twice.

There's no Shealth Array, so no bonus to skills and saving throws, or no nanite surge either to boost / enhance your feats.

Magitech Nanites isn't expanded to either more cantrips or higher-ranked spells. The Eldritch Array, back in SF1, essentially granted you the equivalent of the Basic / Expert / Master Spellcasting Benefits.

I'll stop for now, but you get my point.


r/Starfinder2e • • 2d ago

Advice Can Electrovore speak?

9 Upvotes

I was reading through Battle of Nova Rush and got to Polly the Electrovore and this bit of text

"If the PCs flee the haunt, Polly is killed. If they disable it, Polly remarks, “Guess I owe you one!” Polly agrees to let the PCs to pass without ratting them out. If asked, Polly helps the PCs with the overloading reactor. Polly refuses to help fight, claiming, “Whoa, I owe you one, not a dozen! I’m not risking these beautiful scales!”

I assumed Electrovore were just mindless animals. So can all Electrovore speak? If so, how sentient are they?


r/Starfinder2e • • 2d ago

Discussion Wall spells, flying, and sf2e

0 Upvotes

Questions on Flying, Walls & Boxes?

Hello all, primarily for PF2E, but does have some relevance to SF2e.

**Flying & Walls**

1) How are walls dealt with once flying starts to become common? Primarily it seems there are just 2 options, IE Either you can create boxes (#2), and do they get to float in the air? (#3)

**Walls as boxes?**

2) Can you create a wall that curves upward or downward? So a wall that is 120' long and 20' high would be a 20' by 20' by 20' box? (6 sides all are 20' wall sections).

If not skip over question 4, but then go change every wall spell you planned around to something else because now you can't use them to split up flying enemies, as they are no longer effective and only cost 1 move action to move around.

**Do Walls Fall or Float?**

Many walls don't need to be attached to anything and can just be free standing. This implies that they can be summoned in mid air. So what happens next?

3) If they don't fall and stay floating, this allows some cool tricks, and some shenanigans for utility. Also this explains the floating castle or wizard tower trope :) It also negates instant death from #4.

Note: Wall of Stone is permanent...so now we know how to destroy the BBEG's tower...destroy the wall that is acting as a foundation...

**Death by Falling Prison**

4) Technically you could create a wall of stone in the air around a flying target? They couldn't move till they break it, and wouldn't they then fall taking the damage by being stuck in a box that begins falling?

This seems like a nearly instant death (500' for the first fall)? Without save?

Solution: A reflex save to not get stuck inside makes sense to me, or rushing down to make sure you don't crash into the top or the ground with the Arrest Fall reaction.

**Issues with some Walls**

5) Some of the walls specifically say they have to be attached on two sides such as Wall of Ice, which would prevent them from having the same versatility so those wall types can't pull this off?


r/Starfinder2e • • 3d ago

Advice New to Starfinder 2e and I need some advice on a concept.

8 Upvotes

I want to play a displaced Mualijae Elf or a traditional native from Castrovel. The class I've decided on is either Runesmith with Veil Dancer free dedication (or Starshot Exemplar dedication with GM permission) or Witchwarper with the Captivator free dedication. I have an idea of my elf wearing traditional tribal clothes that gradually gets upgraded with tech bits like how Aloy's outfits are in Horizon Zero Dawn is. But the armors on Nethys and Demiplane aren't really vibing with my aesthetic. Could is like make my own armor with DM approval? Is that a thing? Also does my class ideas sound alright? Are there any other classes and dedications I should consider?


r/Starfinder2e • • 3d ago

Arts & Crafts [OC ART] Goblin Witchwarper - DJ Pickled B337z

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34 Upvotes

Did he come from the underground scene? Hyperspace? Another dimension or time? Who can say? And that's just the way he likes it. His musical influences include Aft Punk, Beastly Boys, and Holiday Tunes. To warp reality, B337z scratches galaxy-shaped anomalies while rapping to the chaos.

If you enjoy this art, you can find more from me at: https://bsky.app/profile/dinocide13.bsky.social


r/Starfinder2e • • 3d ago

Pact Worlds and Beyond Verces; Ring of Nations

7 Upvotes

Is there a source, an AP or maybe First edition book that details the countries that compose the Ring of Nations? Are any of the countries named? I am starting a campaign there and don't want to step on my or cannons toes if I riff my own country details. Thanks!


r/Starfinder2e • • 4d ago

Misc Starfinder Society Cameos / side encounters

10 Upvotes

I'm GMing Invasion's Edge, and I'm noticing that each episode seems to have a Cameo or brief interlude that doesn't have anything to do with the episode's plot, and doesn't seem to have any connection to the metaplot.

Do these encounters become relevant later on, or are they just flavor? I specifically have a question about episode 3:

Spoilers for "Disaster at Dreamlink Labs": While traveling to the labs, the party encounters a large alien structure in space. Is it ever explained what this actually is? Is it from the first ones? Does it appear again later, or in a different adventure?

Thanks for your help!


r/Starfinder2e • • 3d ago

Discussion Converting Hull Points and Hit Points

4 Upvotes

I’ll be running an encounter using Tech Core’s ship combat rules which involves the enemy releasing a small number of individual space-capable creatures as swarm/boarding tactics. Idea being that they’ll rush towards the ship, leaving the PCs with the decision whether to focus down the enemy ship and fight the creatures hand-to-hand, or target down the boarders with the ship’s weaponry.

The problem, of course, is that the Tech Core ship combat rules specifically do not intend you to combine its damage rules with regular damage rules (that handheld weapons are ineffective against shields and bombardment by shipborn weapons should be run using chase or similar rules).

I, however, would find it quite useful to at least have a baseline for how much damage ship weapons deal to ordinary structures and creatures. For this combat, the quick and dirty number I’m using is that ship weapons deal 5 times their listed Hull Point damage to Hit Points.

Is there some sidebar I’ve missed that gives guidance on this? If not, what homebrew would or have you used for this?


r/Starfinder2e • • 4d ago

Advice Having trouble finding the free Starship PDF on Paizo website

13 Upvotes

I've been following a post from about 6 days ago, but it hasn't had any new updates about the status of the PDF. Tech core said I could find the starship PDF on paizo, but I cannot find it on their website. I made a pdf from the back of the book with the printing feature on windows, but trying to edit the pdf or use it digitally is annoying and I don't know how to make interactable pdf's.

Anyone got a link to it? Also, anyone know if it's going to be interactable?


r/Starfinder2e • • 4d ago

Advice Question about technomancer feats

10 Upvotes

Unsure what those feats are good for.
Universal Spell Bus: use a metamagic action so I don't have to hold the item.
But what is the point of this? I normally would have to use one interaction action to pickup the item anyway, so it does not seem I am saving any actions. What am I missing?

Turbocharge Armaments: The effects of this feat seems very similar to the effects of the effects of DPS++ Basic Jailbreak (3rd) Amplify Signal, with an extra saving penalty, which is nice, but Amplify Signal has less restrictions and cost less actions. It seems the little saving throw penalty the feat gives is not worth it, since I can just get a whole new ability with that feat slot instead. What am I missing?


r/Starfinder2e • • 4d ago

Pact Worlds and Beyond Pulonis in the Veskarium System

31 Upvotes

I have been digging into Starfinder lore as I am considering starting a campaign. While having a look I came across Pulonis and how they rose up against the Vesk and are now part of the Pact Alliance.

I have always found the fact the Pact Worlds and Veskarium being in one system each a little jarring but I can roll with it, although I find it too strange that Pulonis could successfully rebel in a system that has 7 other Vesk controlled planets, and then join the Pact Alliance on top of that. I understand the Vesk are at war and their resources are diverted elsewhere, but it seems like it would be fairly easy to retake if they wanted? Or am I missing something? And the Pact Alliance claiming a planet in the Veskarium System would be quite the claim indeed. Would love to be taught if there is something I haven't caught up on that would maybe explain this more.

Otherwise, I was thinking of doing a bit of lore home-brewing and placing Pulonis in its own system, near both Veskarium and the Pact Worlds.


r/Starfinder2e • • 4d ago

Resource & Tools Damage chart for non-gunnery starship battle stations

7 Upvotes

Here's a chart I made to show all the starship damage options at various levels that do not involve the gunnery station (which is very complicated depending on the weapon, choice of upgrades, class, feats, GM rulings on which class features, feats, and upgrades work and how with starship combat, etc.).

Starship damage chart for battle stations (average damage, max pulse shield release)

Most of these are same zone range, except the magic station options, which can reach to sensor range.

The Generator pulse shield is listed in order of Bulwark/Explorer/Skirmisher max shields, as in the book.

Lesson for NPCs: RUN AWAY if an optimally manned and designed PC ship enters your zone, you could get with both a Vent Power and Pulse Shield in one turn by the generator, eating a drone that does a deploy/drop/detonate 1 turn routine, torched by the Thasteron Burst the pilot leaves behind before Boosting Thrusters away, and taking automatic damage from the Magic Console. At level 20 on an Explorer willing to blow his full shields that's 449 total damage if all saves are failed, 250.75 if all saves are successes.

Of course now they have no shields, can't use the Thasteron Burst again this combat, can't use the Shield Pulse until they get back to full SP (...unlikely), and are some distance away with no gunner on a 4 man party, so this might not exactly be a fool proof plan. Still, nice to know the offensive options beyond gunnery.


r/Starfinder2e • • 4d ago

Player Builds Full Build Friday - Wrecking Ball

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40 Upvotes

WRECKING BALL

CHARACTER Hammond

SOURCE Overwatch

BUILD GOALS

o    Wrecking Ball is an initiator tank hero from Overwatch who is actually a hyper intelligent hamster that operates a spherical mecha that he maintains and upgrades

o    For a time, he fought in the mecha battle arena of the Junkers and became close with them

o    His mech is equipped with Quad Cannons, automatic assault cannons that are meant to operate at mid-range

o    He can launch a Grappling Claw to swing from a point and crash into enemies to damage and knock them back and has Roll as another movement ability where he transforms into a ball and speeds up

o    Activating Adaptive Shield grants him extra temporary health and can be reactivated to distribute this extra health to nearby allies

o    If airborne, Wrecking Ball can trigger Piledriver to slam into the ground to damage and launch enemies upward

o    The rather simply named Minefield deploys a massive field of proximity mines

Summary of Goals: I want to express Hammond’s nature as a literal hamster inside of a mecha though a lot of the aspects of this mech, its ability to knock people around, can feel a bit incongruous with its auto cannons. Grappling Claw also seems like it would be hard to represent as something other than an item, which I’m not a fan of doing. Some of these abilities might require going a magical route, especially if I want to keep Hammond and his Wrecking Ball mech as separate entities.

BUILD CONCLUSION

Wrecking Ball is represented through a Tiny running awakened animal summoner for Hammond with the bot itself being his construct eidolon. Through the clockfighter background, he covers the time spent in the robo-battle arena of the Junkers and while summoner already has ten HP per level, we make the pair even tankier with options like Toughness and reinforce eidolon to help him to sustain and survive attacks. For his autocannons, Ranged Combatant gives WB ranged attacks that he can unleash though Hammond himself could get in on it with multi-hit spells like slashing gust or force barrage. Sadly, I couldn't build Grappling Claw into this kit though you should be able to find one with ease in Star or Pathfinder. He can still smash into and knock around foes with Advanced Weaponry for the shove trait and then eventually Weighty Impact to do that even easier. With Magical Adept, WB can fleet step to cover his Roll and Trample to run enemies over. Adaptive Shield is pretty easy as endure can supply him with temporary Hit Points before a three-action Ibex's harvest can share some with the entire team per the recast. By using Magical Master, blazing dive or blastback allow WB to drop into the midst of enemies with terrific effect though I think the latter of these fits a little bit better of the two. The choice is much simpler for his minefield as he simply lays out an instant minefield to turn the battlefield into a booming bonanza.

An erudite rodent and his rotund robo, these rapscallions regularly roll into roustabouts, reducing ramparts to rubble and rabblerousers to reposed in raging ruptures.

I was talking a while back at this point about how to possibly build Wrecking Ball and I thought that summoner was the way to go. It's far from the only way (mechanic took just a bit too long to come out), but it's what I thought would be the most fun to build for me. If you want to see the full range of my ideas behind using the options I did, feel free to check out the free Patreon post or the YT video. Have a fantastic Friday!